added info screen

This commit is contained in:
Nicholas Dyer 2023-05-11 15:24:17 -04:00
parent bbf549c024
commit dd621dbe7a
5 changed files with 249 additions and 8 deletions

View File

@ -6,7 +6,8 @@ import importlib
valid_surfaces = [ valid_surfaces = [
'title', 'title',
'egg_select' 'egg_select',
'selection_info'
] ]
surface_modules = {} surface_modules = {}
@ -62,9 +63,11 @@ def game():
if not surface.running: if not surface.running:
next_surface = surface.next_surface next_surface = surface.next_surface
additional_args = surface.additional_args
if next_surface not in valid_surfaces: if next_surface not in valid_surfaces:
raise Exception('Given surface is not listed in valid surfaces!') raise Exception('Given surface is not listed in valid surfaces!')
surface = surface_modules.get(next_surface).Surface((game_res, game_res), resources_dir, game_fps) surface = surface_modules.get(next_surface).Surface((game_res, game_res), resources_dir,
game_fps, **additional_args)
print(surface.name) print(surface.name)
pygame.display.flip() pygame.display.flip()

View File

@ -5,7 +5,7 @@ from ..io_helpers.input_handler import InputHandler
class Surface(pygame.Surface): class Surface(pygame.Surface):
def __init__(self, window_size, resources_dir, game_fps): def __init__(self, window_size, resources_dir, game_fps, **kwargs):
super().__init__(window_size, pygame.SRCALPHA) super().__init__(window_size, pygame.SRCALPHA)
self.name = 'egg_select' self.name = 'egg_select'
self.running = True self.running = True
@ -14,10 +14,16 @@ class Surface(pygame.Surface):
self.clock = pygame.time.Clock() self.clock = pygame.time.Clock()
self.game_fps = game_fps self.game_fps = game_fps
self.input_handler = InputHandler(self.clock) self.input_handler = InputHandler(self.clock)
self.additional_args = {}
self.bg = pygame.image.load(self.resource_dir + '/images/bg.png').convert_alpha() self.bg = pygame.image.load(self.resource_dir + '/images/bg.png').convert_alpha()
self.sprites = pygame.sprite.Group() self.sprites = pygame.sprite.Group()
preselected_color = None
for key in kwargs.keys():
if key == 'selected_egg':
preselected_color = kwargs.get(key)
egg_list = [ egg_list = [
'dev_egg', 'dev_egg',
'blue', 'blue',
@ -58,6 +64,11 @@ class Surface(pygame.Surface):
self.selected_egg = 0 self.selected_egg = 0
self.selected_color = '' self.selected_color = ''
if preselected_color is not None:
self.selected_color = self.eggs[self.selected_egg].egg_color
for i in range(len(self.eggs)):
if self.eggs[i].egg_color == preselected_color:
self.selected_egg = i
def get_cursor_coords(self): def get_cursor_coords(self):
""" """
@ -114,6 +125,12 @@ class Surface(pygame.Surface):
self.input_handler.update() self.input_handler.update()
cursor = pygame.image.load(
self.resource_dir + '/images/gui/egg_selector.png').convert_alpha()
self.blit(cursor, self.get_cursor_coords())
self.selected_color = self.eggs[self.selected_egg].egg_color
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.KEYDOWN: if event.type == pygame.KEYDOWN:
if event.key == Constants.buttons.get('j_r'): if event.key == Constants.buttons.get('j_r'):
@ -125,8 +142,6 @@ class Surface(pygame.Surface):
if event.key == Constants.buttons.get('j_u'): if event.key == Constants.buttons.get('j_u'):
self.sel_up() self.sel_up()
if event.key == Constants.buttons.get('a'): if event.key == Constants.buttons.get('a'):
pass self.additional_args = {'selected_egg': self.selected_color}
self.next_surface = 'selection_info'
cursor = pygame.image.load( self.running = False
self.resource_dir + '/images/gui/egg_selector.png').convert_alpha()
self.blit(cursor, self.get_cursor_coords())

View File

@ -0,0 +1,60 @@
import pygame
from . import sprites
from pocket_friends.game_files.io_helpers.gpio_handler import Constants
from .sprites import SelectionEgg
from ..io_helpers.input_handler import InputHandler
class Surface(pygame.Surface):
def __init__(self, window_size, resources_dir, game_fps, **kwargs):
super().__init__(window_size, pygame.SRCALPHA)
self.name = 'selection_info'
self.running = True
self.next_surface = None
self.resource_dir = resources_dir
self.clock = pygame.time.Clock()
self.game_fps = game_fps
self.input_handler = InputHandler(self.clock)
self.additional_args = {}
self.bg = pygame.image.load(self.resource_dir + '/images/bg.png').convert_alpha()
self.sprites = pygame.sprite.Group()
self.selected_egg = None
for key in kwargs.keys():
if key == 'selected_egg':
self.selected_egg = kwargs.get(key)
egg = sprites.SelectionEgg(self.selected_egg, resources_dir)
egg.rect.x = 8
egg.rect.y = 3
self.sprites.add(egg)
self.info_text = sprites.InfoText(resources_dir, window_size[0], egg.description)
self.info_icons = sprites.EggInfo(resources_dir, egg.contentedness, egg.metabolism, (32, 4))
def update(self):
self.clock.tick(self.game_fps)
self.blit(self.bg, (0, 0))
self.sprites.update()
self.sprites.draw(self)
self.info_text.draw(self)
self.info_icons.draw(self)
self.input_handler.update()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == Constants.buttons.get('j_d'):
# Scroll down on the info screen.
self.info_text.scroll_down()
if event.key == Constants.buttons.get('j_u'):
# Scroll up on the info screen.
self.info_text.scroll_up()
if event.key == Constants.buttons.get('a'):
pass
if event.key == Constants.buttons.get('b'):
self.running = False
self.additional_args = {'selected_color': self.selected_egg}
self.next_surface = 'egg_select'

View File

@ -82,3 +82,165 @@ class SelectionEgg(pygame.sprite.Sprite):
# Animate the sprite # Animate the sprite
self.index = (self.index + 1) % len(self.images) self.index = (self.index + 1) % len(self.images)
self.image = self.images[self.index] self.image = self.images[self.index]
class InfoText:
"""
Class for drawing large amounts of text on the screen at a time
"""
def __init__(self, resources_dir, game_res, text='Lorem ipsum dolor sit amet, consectetur adipiscing elit. '
'Nam commodo tempor aliquet. Suspendisse placerat accumsan'
' neque, nec volutpat nunc porta ut.'):
self.font = pygame.font.Font(resources_dir + '/fonts/5Pts5.ttf', 10)
self.text = [] # Text broken up into a list according to how it will fit on screen.
self.max_lines = 6 # Max number of lines to be shown on screen at a time.
self.offset = 0
self.game_res = game_res
# Arrow icons to indicate scrolling
self.up_arrow = pygame.image.load(resources_dir + '/images/gui/up_arrow.png').convert_alpha()
self.down_arrow = pygame.image.load(resources_dir + '/images/gui/down_arrow.png').convert_alpha()
raw_text = text # Copy the text to a different variable to be cut up.
margins = 4.5
max_line_width = self.game_res - (margins * 2) # The maximum pixel width that drawn text can be.
cut_chars = '.,! ' # Characters that will be considered "cuts" aka when a line break can occur.
# Prevents freezing if the end of the string does not end in a cut character
# Will fix eventually more elegantly
if raw_text[-1:] not in cut_chars:
raw_text += ' '
# Calculating line breaks.
while len(raw_text) > 0:
index = 0
test_text = '' # Chunk of text to pseudo-render and test the width of.
# Loops until the testing text has reached the size limit.
while True:
# Break if the current index is larger than the remaining text.
if index + 1 > len(raw_text):
index -= 1
break
# Add one character to the testing text from the raw text.
test_text += raw_text[index]
# Get the width of the pseudo-rendered text.
text_width = self.font.size(test_text)[0]
# Break if the text is larger than the defined max width.
if text_width > max_line_width:
break
index += 1
pass
# Gets the chunk of text to be added to the list.
text_chunk = raw_text[0:index + 1]
# Determines if the chunk of text has any break characters.
has_breaks = any(cut_chars in text_chunk for cut_chars in cut_chars)
# If the text has break characters, start with the last character and go backwards until
# one has been found, decreasing the index each time.
if has_breaks:
while raw_text[index] not in cut_chars:
index -= 1
text_chunk = raw_text[0:index + 1]
# If there are no break characters in the chunk, simply decrease the index by one and insert
# a dash at the end of the line to indicate the word continues.
else:
index -= 1
text_chunk = raw_text[0:index + 1]
text_chunk += '-'
# Append the text chunk to the list of text to draw.
self.text.append(text_chunk)
# Cut the text to repeat the process with the new cut string.
raw_text = raw_text[index + 1:]
def draw(self, surface):
"""
Draws the text on a given surface.
:param surface: The surface for the text to be drawn on.
"""
# Constants to help draw the text
line_separation = 7
left_margin = 3
top_margin = 25
bottom_margin = 10
# Draw the lines on the screen
for i in range(min(len(self.text), self.max_lines)):
text = self.font.render(self.text[i + self.offset], False, (64, 64, 64))
surface.blit(text, (left_margin, top_margin + (i * line_separation)))
# Draw the arrows if there is more text than is on screen.
if self.offset != 0:
surface.blit(self.up_arrow, ((self.game_res / 2) - (self.up_arrow.get_rect().width / 2), top_margin - 3))
if len(self.text) - (self.offset + 1) >= self.max_lines:
surface.blit(self.down_arrow,
((self.game_res / 2) - (self.down_arrow.get_rect().width / 2), self.game_res - bottom_margin))
def scroll_down(self):
"""
Scrolls the text on the screen down.
"""
# Ensures that the offset cannot be too big as to try to render non-existent lines.
if len(self.text) - (self.offset + 1) >= self.max_lines:
self.offset += 1
def scroll_up(self):
"""
Scrolls the text on the screen up.
"""
if self.offset > 0: # Ensures a non-zero offset is not possible.
self.offset -= 1
class EggInfo:
"""
Class to draw the contentedness and metabolism value off the egg on the info screen.
"""
def __init__(self, resources_dir, contentedness, metabolism, location):
self.contentedness = contentedness
self.metabolism = metabolism
self.x = location[0]
self.y = location[1]
# Create a new surface to blit onto the other surface
self.surface = pygame.Surface((44, 15), pygame.SRCALPHA)
# Blit the two indicator icons on screen
smiley = pygame.image.load(resources_dir + '/images/gui/smiley.png').convert_alpha()
self.surface.blit(smiley, (0, 0))
apple = pygame.image.load(resources_dir + '/images/gui/apple.png').convert_alpha()
self.surface.blit(apple, (1, 9))
# Draw 5 stars. If the value of the contentedness is less than the current star, make it a blank star.
for i in range(5):
if i < self.contentedness:
star = pygame.image.load(resources_dir + '/images/gui/star.png').convert_alpha()
else:
star = pygame.image.load(resources_dir + '/images/gui/blank_star.png').convert_alpha()
self.surface.blit(star, (11 + (i * 6), 1))
# Draw 5 stars. If the value of the metabolism is less than the current star, make it a blank star.
for i in range(5):
if i < self.metabolism:
star = pygame.image.load(resources_dir + '/images/gui/star.png').convert_alpha()
else:
star = pygame.image.load(resources_dir + '/images/gui/blank_star.png').convert_alpha()
self.surface.blit(star, (11 + (i * 6), 10))
def draw(self, surface):
"""
Draw the info icons on a given surface.
:param surface: the surface to draw the icons on.
"""
# Blit the info onto the given surface.
surface.blit(self.surface, (self.x, self.y))

View File

@ -9,6 +9,7 @@ class Surface(pygame.Surface):
self.running = True self.running = True
self.next_surface = None self.next_surface = None
self.clock = pygame.time.Clock() self.clock = pygame.time.Clock()
self.additional_args = {}
self.bg = pygame.image.load(resources_dir + '/images/bg.png').convert_alpha() self.bg = pygame.image.load(resources_dir + '/images/bg.png').convert_alpha()
self.title = pygame.image.load(resources_dir + '/images/title.png').convert_alpha() self.title = pygame.image.load(resources_dir + '/images/title.png').convert_alpha()